Adds more surgery tools and resprites existing (#3631)
* Initial * Fixed map/issues * Touchup * Fixes tests * Fixed tests * Fixed RSI Validator * Fixed RSI Validator * Fixed * FD * FD * FD * Killed rogue inis * netsync * Update submodule * Lint * Lint Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -7,7 +7,7 @@
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- type: StorageFill
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contents:
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- name: Hemostat
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- name: BoneSaw
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- name: Saw
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- name: Drill
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- name: Cautery
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- name: Retractor
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@@ -22,7 +22,7 @@
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- type: StorageFill
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contents:
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- name: Hemostat
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- name: BoneSaw
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- name: Saw
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- name: Drill
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- name: Cautery
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- name: Retractor
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@@ -35,7 +35,7 @@
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amount: 1
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- name: Drill
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amount: 1
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- name: BoneSaw
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- name: Saw
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amount: 1
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- name: Hemostat
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amount: 1
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@@ -41,8 +41,8 @@
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id: AdvancedSugery
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description: Research new surgical procedures.
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icon:
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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state: bone_saw
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sprite: Objects/Specific/Medical/Surgery/saw.rsi
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state: saw
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requiredPoints: 1500
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requiredTechnologies:
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- BiologicalTechnology
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@@ -138,7 +138,7 @@
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description: A refresher course on modern engineering technology.
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icon:
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sprite: Constructible/Power/protolathe.rsi
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state: protolathe
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state: icon
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requiredPoints: 1000
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requiredTechnologies:
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- BasicResearch
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@@ -14,10 +14,9 @@
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#signaller
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#health anaylzer
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Scalpel: 2
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BoneSaw: 1
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Saw: 1
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#bonesetter
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#anaesthetic
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#medical mask
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Screwdriver: 5
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Crowbar: 5
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@@ -5,7 +5,7 @@
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Morgue/bodybags.rsi
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sprite: Objects/Specific/Medical/Morgue/bodybags.rsi
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layers:
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- state: bag
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- state: open_overlay
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@@ -13,7 +13,7 @@
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- state: label_overlay
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map: ["enum.BodyBagVisualLayers.Label"]
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- type: Icon
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sprite: Objects/Specific/Morgue/bodybags.rsi
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sprite: Objects/Specific/Medical/Morgue/bodybags.rsi
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state: bag
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- type: Clickable
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- type: InteractionOutline
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@@ -48,14 +48,13 @@
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Morgue/bodybags.rsi
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sprite: Objects/Specific/Medical/Morgue/bodybags.rsi
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state: item
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# - type: BodyBagItem #TODO: we need some kind of generic placable, like thus:
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# - type: Placeable
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# prototype: someId
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# snap: Center
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- type: entity
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id: Morgue
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name: morgue
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@@ -63,7 +62,7 @@
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Morgue/morgue.rsi
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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layers:
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- state: morgue_closed
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map: ["enum.MorgueVisualLayers.Base"]
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@@ -115,7 +114,7 @@
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Morgue/morgue.rsi
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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state: morgue_tray
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- type: Clickable
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- type: InteractionOutline
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@@ -138,7 +137,7 @@
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Morgue/morgue.rsi
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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layers:
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- state: crema_closed
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map: ["enum.CrematoriumVisualLayers.Base"]
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@@ -191,7 +190,7 @@
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components:
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- type: Sprite
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netsync: false
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sprite: Objects/Specific/Morgue/morgue.rsi
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sprite: Objects/Specific/Medical/Morgue/morgue.rsi
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state: crema_tray
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- type: entity
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@@ -1,102 +1,249 @@
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# Base
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- type: entity
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parent: BaseItem
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id: BaseSurgeryTool
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id: BaseToolSurgery
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abstract: true
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components:
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- type: SurgeryTool
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surgeryType: Incision
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baseOperateTime: 5
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- type: Sprite
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netsync: false
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- type: UserInterface
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interfaces:
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- key: enum.SurgeryUIKey.Key
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type: SurgeryBoundUserInterface
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- type: entity
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name: scalpel
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parent: BaseSurgeryTool
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id: Scalpel
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description: A surgical tool used to make incisions into flesh.
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components:
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- type: SurgeryTool
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surgeryType: Incision
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baseOperateTime: 3
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- type: Sprite
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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state: scalpel
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- type: ItemCooldown
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- type: MeleeWeapon
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- type: entity
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name: retractor
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parent: BaseSurgeryTool
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id: Retractor
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description: A surgical tool used to hold open incisions.
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components:
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- type: SurgeryTool
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surgeryType: Retraction
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baseOperateTime: 3
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- type: Sprite
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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state: retractor
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- type: ItemCooldown
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- type: MeleeWeapon
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# Cautery
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- type: entity
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name: cautery
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parent: BaseSurgeryTool
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id: Cautery
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parent: BaseToolSurgery
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description: A surgical tool used to cauterize open wounds.
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components:
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- type: SurgeryTool
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surgeryType: Cauterization
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baseOperateTime: 3
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- type: Sprite
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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sprite: Objects/Specific/Medical/Surgery/cautery.rsi
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state: cautery
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- type: Item
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sprite: Objects/Specific/Medical/Surgery/cautery.rsi
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- type: ItemCooldown
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- type: MeleeWeapon
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# Drill
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- type: entity
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name: drill
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parent: BaseSurgeryTool
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id: Drill
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parent: BaseToolSurgery
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description: A surgical drill for making holes into hard material.
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components:
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# - type: PowerCellSlot
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- type: SurgeryTool
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surgeryType: Drilling
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baseOperateTime: 3
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- type: Sprite
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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sprite: Objects/Specific/Medical/Surgery/drill.rsi
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state: drill
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- type: Item
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sprite: Objects/Specific/Medical/Surgery/drill.rsi
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- type: ItemCooldown
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- type: MeleeWeapon
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hitSound: /Audio/Items/drill_hit.ogg
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# Scalpel
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- type: entity
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name: bone saw
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parent: BaseSurgeryTool
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id: BoneSaw
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description: A surgical tool used for amputations.
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name: scalpel
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id: Scalpel
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parent: BaseToolSurgery
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description: A surgical tool used to make incisions into flesh.
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components:
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- type: Utensil
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types:
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- Knife
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- type: SurgeryTool
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surgeryType: Amputation
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baseOperateTime: 3
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surgeryType: Incision
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baseOperateTime: 5
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- type: Sprite
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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state: bone_saw
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sprite: Objects/Specific/Medical/Surgery/scalpel.rsi
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state: scalpel
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- type: Item
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sprite: Objects/Specific/Medical/Surgery/scalpel.rsi
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- type: ItemCooldown
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- type: MeleeWeapon
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hitSound: /Audio/Weapons/bladeslice.ogg
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damage: 12
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- type: entity
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name: shiv
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id: ScalpelShiv
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parent: Scalpel
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description: A pointy piece of glass, abraded to an edge and wrapped in tape for a handle. # Could become a decent tool or weapon with right tool mods.
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components:
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- type: SurgeryTool
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surgeryType: Incision
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baseOperateTime: 8
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- type: Sprite
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state: shiv
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- type: Item
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HeldPrefix: shiv
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- type: entity
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name: advanced scalpel
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id: ScalpelAdvanced
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parent: Scalpel
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description: Made of more expensive materials, sharper and generally more reliable.
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components:
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- type: SurgeryTool
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surgeryType: Incision
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baseOperateTime: 4
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- type: Sprite
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state: advanced
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- type: Item
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HeldPrefix: advanced
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- type: entity
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name: laser scalpel
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id: ScalpelLaser
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parent: Scalpel
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description: A scalpel which uses a directed laser to slice instead of a blade, for more precise surgery while also cauterizing as it cuts.
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components:
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# - type: PowerCellSlot
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- type: SurgeryTool
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surgeryType: Incision
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baseOperateTime: 2
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- type: Sprite
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state: laser
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- type: Item
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HeldPrefix: laser
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# Scissors
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- type: entity
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name: retractor
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id: Retractor
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parent: BaseToolSurgery
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description: A surgical tool used to hold open incisions.
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components:
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- type: SurgeryTool
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surgeryType: Retraction
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baseOperateTime: 3
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- type: Sprite
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sprite: Objects/Specific/Medical/Surgery/scissors.rsi
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state: retractor
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- type: Item
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sprite: Objects/Specific/Medical/Surgery/scissors.rsi
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- type: ItemCooldown
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# Would do this, but inhands don't change. Also doesn't work for SurgeryTool yet.
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# - type: MultiTool
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# tools:
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# - behavior: VesselCompression
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# state: hemostat
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# useSound: /Audio/Items/jaws_pry.ogg
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# changeSound: /Audio/Items/change_jaws.ogg
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# - behavior: Setting
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# state: setter
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# useSound:
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# changeSound: /Audio/Items/change_jaws.ogg
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- type: entity
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name: hemostat
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parent: BaseSurgeryTool
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id: Hemostat
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parent: Retractor
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description: A surgical tool used to compress blood vessels to prevent bleeding.
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components:
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- type: SurgeryTool
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surgeryType: VesselCompression
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baseOperateTime: 3
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- type: Sprite
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sprite: Objects/Specific/Medical/surgery_tools.rsi
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state: hemostat
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- type: Item
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HeldPrefix: hemostat
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# - type: entity
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# name: bone setter
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# id: BoneSetter
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# parent: Retractor
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# description: A surgical tool used for setting bones.
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# components:
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# - type: SurgeryTool
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# surgeryType: Setting
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# - type: Sprite
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# state: setter
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# - type: Item
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# HeldPrefix: setter
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# Saws
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- type: entity
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name: metal saw
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id: Saw
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parent: BaseToolSurgery
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description: For cutting wood and other objects to pieces. Or sawing bones, in case of emergency.
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components:
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- type: Utensil
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types:
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- Knife
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- type: SurgeryTool
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surgeryType: Amputation
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baseOperateTime: 6
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- type: Sprite
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sprite: Objects/Specific/Medical/Surgery/saw.rsi
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state: saw
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- type: Item
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sprite: Objects/Specific/Medical/Surgery/saw.rsi
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- type: ItemCooldown
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# No melee for regular saw because have you ever seen someone use a band saw as a weapon? It's dumb.
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- type: entity
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name: choppa
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id: SawImprov
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parent: Saw
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description: A wicked serrated blade made of whatever nasty sharp things you could find. # It would make a pretty decent weapon, given there are more space for some tool mods too.
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components:
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- type: SurgeryTool
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surgeryType: Amputation
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baseOperateTime: 8
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- type: Sprite
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state: improv
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- type: Item
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HeldPrefix: improv
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- type: MeleeWeapon
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hitSound: /Audio/Weapons/bladeslice.ogg
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damage: 10
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- type: entity
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name: circular saw
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id: SawElectric
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parent: Saw
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description: For heavy duty cutting.
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components:
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# - type: PowerCellSlot
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- type: SurgeryTool
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surgeryType: Amputation
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baseOperateTime: 4
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- type: Sprite
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state: electric
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- type: Item
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HeldPrefix: electric
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- type: MeleeWeapon
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hitSound: /Audio/Items/drill_hit.ogg
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damage: 15
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- type: entity
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name: advanced circular saw
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id: SawAdvanced
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parent: Saw
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description: You think you can cut anything with it.
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components:
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# - type: PowerCellSlot
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- type: SurgeryTool
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surgeryType: Amputation
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baseOperateTime: 2
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- type: Sprite
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state: advanced
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- type: Item
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HeldPrefix: advanced
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- type: MeleeWeapon
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hitSound: /Audio/Items/drill_hit.ogg
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damage: 20
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@@ -18,7 +18,7 @@
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- type: latheRecipe
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id: Gauze
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icon: Objects/Specific/Medical/medical.rsi
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icon: Objects/Specific/Medical/medical.rsi/gauze.png
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result: Gauze
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completetime: 500
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materials:
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@@ -26,7 +26,7 @@
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- type: latheRecipe
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id: Scalpel
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icon: Objects/Specific/Medical/surgery_tools.rsi
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icon: Objects/Specific/Medical/Surgery/scalpel.rsi/scalpel.png
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result: Scalpel
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completetime: 500
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materials:
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@@ -34,7 +34,7 @@
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- type: latheRecipe
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id: Retractor
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icon: Objects/Specific/Medical/surgery_tools.rsi
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icon: Objects/Specific/Medical/Surgery/scissors.rsi/retractor.png
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result: Scalpel
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completetime: 500
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materials:
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@@ -42,7 +42,7 @@
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- type: latheRecipe
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id: Cautery
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icon: Objects/Specific/Medical/surgery_tools.rsi
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icon: Objects/Specific/Medical/Surgery/cautery.rsi/cautery.png
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result: Cautery
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completetime: 500
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materials:
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@@ -50,7 +50,7 @@
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- type: latheRecipe
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id: Drill
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icon: Objects/Specific/Medical/surgery_tools.rsi
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icon: Objects/Specific/Medical/Surgery/drill.rsi/drill.png
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result: Drill
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completetime: 500
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materials:
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@@ -58,15 +58,15 @@
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- type: latheRecipe
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id: BoneSaw
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icon: Objects/Specific/Medical/surgery_tools.rsi
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result: BoneSaw
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icon: Objects/Specific/Medical/Surgery/saw.rsi/saw.png
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result: Saw
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completetime: 500
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materials:
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steel: 90
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- type: latheRecipe
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id: Hemostat
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icon: Objects/Specific/Medical/surgery_tools.rsi
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icon: Objects/Specific/Medical/Surgery/scissors.rsi/hemostat.png
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result: Hemostat
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completetime: 500
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materials:
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@@ -74,7 +74,7 @@
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- type: latheRecipe
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id: BodyBag_Item
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icon: Objects/Specific/Morgue/bodybags.rsi
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icon: Objects/Specific/Medical/Morgue/bodybags.rsi/item.png
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result: BodyBag_Item
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completetime: 300
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materials:
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